Great Mandrake
Tiny Plant, unaligned (CR 1)Armor Class 11 natural armor
Hit Points 44 (8d4+24)
Speed 10 ft.
14 (+2)
8 (-1)
16 (+3)
4 (-3)
11 (+0)
12 (+1)
Skills
Senses tremorsense 60 ft. (blind beyond this radius), passive Perception 11
Languages Common
Challenge Rating 1
Actions
Multiattack.
A great mandrake makes two attacks with its bite. When its shriek is available, it can use the shriek in place of one bite attack.
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Shriek (Recharge 3-6).
Each creature within 60 feet of the mandrake that can hear it must succeed on a DC 13 Constitution saving throw or take 11 (3d6) thunder damage. If a creature fails the saving throw by 5 or more, it is stunned until the end of its next turn. If it fails by 10 or more, it falls unconscious. An unconscious creature can repeat the saving throw at the end of each of its turns, regaining consciousness on a success.
sizeTiny
typePlant
group
alignmentunaligned
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistances
damage_immunitiespoison
condition_immunitiesexhaustion, poisoned
cr1
reactions
legendary_desc
legendary_actions
special_abilities
spell_list
page_no260
document__license_urlhttp://open5e.com/legal
document__slugcc
document__titleCreature Codex
document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/
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Creature Codex, page no. 260